Felix, Follower of Bonisagus
Age: 80
Personality Traits: Ambitious +3, Loyal (Familiar) +3, Scholarly +3, Peaceful +2
There’s nothing about Felix that draws attention. His appearance is pretty nondescript, with brown hair, and blue-green eyes. He prefers to dress in long, non-flattering robes, to hide his appearance, and have taken to wearing a head gear that covers most of his face when he moves around mundanes.
Born in Flanders, he was a smart kid and people around Brugge, his home town, thought that he could even be granted the right to attend university. But things changed when his Gift manifested at age 7, and the bright kid began to get shunned by those who knew him, let alone those that didn’t. His own parents and sibling resented him, and he was kicked out to the streets, where he was bullied. So when an old lady offered him a chance to do all the things he wanted, and to even attend university, if he agreed to follow her rules, he readily agreed.
He showed himself as a capable learner, and after a few years of apprenticeship, he was given time to go to university, and achieve broader education, and then completed his apprenticeship.
Showing a great aptitude to Intellego magic, he sought out to learn more about the world, and was interested in finding out ancient and hedge magic, with the intent to integrate it into the Hermetic theory. But during the course of his studies, he made a rival of Maël, a Jerbiton who also attended the University of Paris, and thereafter, Maël became a rival that sought to foil his plans.
Disgusted, Felix left his covenant, and made his way to the Holy Land, where he heard about the covenant of Obodas, and sought to join it, to study more about the Faerie God that resides there, and to study from the ruins, and the locals, about their traditions.
Felix of Bonisagus
Characteristics: Int +2, Per 0, Pre 0, Com +2, Str 0, Sta +1, Dex 0, Qik 0
Size: 0
Age: 80 (47), Height: 5'6'', Weight: 158 lbs, Gender: Male
Decrepitude: 0
Warping Score: 5 (23)
Longevity Ritual: +12
Confidence: 1 (3)
Virtues and Flaws: The Gift, True Friend (Familiar) (Bonus: +3 to appropriate Personality Traits), Magister in Artibus, Affinity with Intellego, Hermetic Magus, Study Bonus (Study: +2), Puissant Intellego, Puissant Magic Theory, Inventive Genius (Invent Lab Totals: +3), Puissant Vim, Inoffensive to Faeries, Cautious Sorcerer (Bonus: Three fewer botch dice casting spells or in lab), Deficient Technique (Perdo), Ambitious, Difficult Underlings, Seeker
Personality Traits: Ambitious +3, Loyal (Familiar) +3, Scholarly +3, Peaceful +2
Combat:
Dodge : Init: +0, Attack --, Defense +0, Damage --
Fist : Init: +0, Attack +0, Defense +0, Damage +0
Soak: +4
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Dutch 5 (Flemish), Code of Hermes 3 (tribunal procedures), Magic Theory 8+2 (Intellego), Parma Magica 3 (Corpus), Area Lore: Flanders 3 (history), Awareness 3 (searching), Order of Hermes Lore 3 (politics), Faerie Lore 5 (Faerie Gods), Penetration 6 (Intellego), Latin 5 (hermetic usage), Philosophiae 4 (ritual magic), Teaching 4 (academy), Art of Memory 4, Theology 1 (biblical knowledge), Concentration 1 (spell concentration), Hebrew 4 (Old Testament), French 4 (poetry), Artes Liberales 5 (ritual magic)
Arts: Cr 10, In 19+3, Mu 7, Pe 6, Re 11, An 9, Aq 5, Au 10, Co 10, He 6, Ig 6, Im 8, Me 10, Te 12, Vi 17+3
Equipment:
Encumbrance: 0 (0)
Spells Known:
Call of the Rushing Waters (InAq 15) +29
Chimes of the Coming Weather (InAu 30) +33
Maintaining the Demanding Spell (ReVi 30) +32
Whispers Through the Black Gate (InCo(Me) 15) +33
Wizard's Communion (MuVi 15) +28
Rock of Viscid Clay (MuTe 15) +20
The Wisdom of Sleep (InTe(Vi) 25) +35
True Sight of the Faerie's Might (InVi 35) +45, Mastery 2 (penetration, quiet casting)
Keep the Sandstorm Away (ReAu 35) +22
Seven-League Stride (ReCo 30) +22
Opening the Intangible Tunnel (ReVi 30) +32
Share Senses with Familiar (InMe 25) +33
Strength of the Followers (CrCo 40) +32
Tracks of the Faerie Glow (InTe 25) +35
Piercing the Faerie Veil (InVi 20) +43
True Sight of the Air (InAu 15) +33
Eyes of the Treacherous Terrain (InTe 15) +35
Opening the Tome of the Animal's Mind (InAn 25) +32
The Phantom Gift (CrVi 15) +31
Eyes of the Eagle (InIm 25) +31
Hunt for the Wild Herb (InHe 5) +29
Image of the Beast (InAn 5) +32
The Inexorable Search (InCo 20) +33
Intuition of the Forest (InHe 10) +29
The Miner's Keen Eye (InTe 20) +35
Scales of the Magical Weight (InVi 5) +43
New Spells
Chimes of the Coming Weather
InAu30
R: Per, D: Special, T: Hearing
The caster gains a special sense when the spell is cast. He can hear chimes that will let him know what is the coming weather. The Special duration is for as long as he travels. The spell ends if the caster stops for more than a diameter.
Felix has created this spell as part of his investigation into the Mashawa Al-Badyia tradition, but in his attempt to create the effect, the spell had a flaw in it, and he cannot cast it if he hears wolves.
(Base 4, +3 Special, +3 Hearing)
Note: developing this spell has given Felix 6 points of Breakthrough towards the Voyage Duration.
Keep the Sandstorm Away
ReAu35
R: Touch, D: Special, T: Group
When cast, it allows a group to travel through even the most severe sandstorm without hindrance. They might not be able to see, but the storm will not hinder their movement, though once the sand falls on the ground, it will still hinder them as usual. Like the previous spell, the effect remains active as long as you do not take more than a Diameter of stop, on the road.
This is another spell Fleix has experimented with while trying to integrate some of the things he discovered from the Mashawa Al-Badyia. He is now certain that with but another effect or two, he will be able to integrate the Voyage Duration into Hermetic Theory.
(Base 5, +1 Touch, +3 Special, +2 Group)
Note: developing this spell has given Felix 7 points of Breakthrough towards the Voyage Duration.
True Sight of the Faerie’s Might
InVi35
R: Per, D: Sun, T: Vision
Casting this spell allows the caster to see the Might of every creature with Faerie Might, as long as he penetrates the Magic Resistance.
Felix has researched this spell relatively early, before he could cast it with high penetration, and has spent some time Mastering it, to get better use of it.
(Base 5, +2 Sun, +4 Vision)
Familiar
Norbert
Norbert is a Wise Owl of the Forest that Felix has befriended in his travels in Europe, before coming to Obodas, and has all of the powers of such a creature. Felix has bound him as his familiar, and Norbert has been happy to help his friend grow more powerful.
Characteristics: Int +2, Per +2, Pre +1, Com +1, Str -6, Sta +2, Dex +1, Qik +6
Size: -4
Soak: 0
Magic Might: 17
Virtues and Flaws: Magical Animal; Magical Champion; Wilderness Sense, Improved Characteristics (x2); Gossip, Indiscreet; Busybody, Nocturnal
Magic Qualities and Inferiorities: Greater Power; Gift of Speech, Improved Abilities (x4), Minor Virtue: Animal Ken, Minor Virtue: Improved Characteristics (x2), Minor Virtue: Gift of Tongues*, Minor Virtue: Keen Eyes, Minor Virtue: Unaffected by The Gift; Susceptible to Deprivation
Personality Traits: Loquacious* +6, Owl* +3, Inquisitive* +3, Loyal (Felix) +3
Combat:
Claws: Initiative +5, Attack +5, Defense +12, Damage –4
Soak: +2
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties : –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead (5+)
Abilities: Animal Ken 4 (forest animals), (Area) Lore 6 (woods), Athletics 5 (flying), Awareness 4 (rodents), Bargain 3 (small talk), Brawl 2 (dodging), Charm 3 (inspiring confidence), Faerie Lore 4 (vis sources), Folk Ken 3 (travelers), Hunt 2 (rodents), Magic Lore 4 (regiones), Magic Theory 6 (Inventing spells), Penetration 2 (Animal), Survival 3 (woods), Wilderness Sense 3 (find prey)
Powers:
Immobilize Prey , 0 points, Init +6, Mentem or Animal.
R: Eye, D: Conc, T: Ind
Any creature that makes eye contact with the Owl is unable to move and may only make small whining or moaning sounds. The target may move only if he successfully makes a Strength roll against an Ease Factor of 9.
ReMe(An) 15 (Base 5, +1 Eye, +1 Conc): Greater Power (15 levels, –2 Might cost, 15xp in Penetration, +2 Init)
*Gift of Tongues: Minor, Heroic Virtue, Allows the character to understand and speak any language as long as she communicates directly with someone else who is fluent in that language. Others who hear the character’s words and who understand that language can understand what the character is saying. The character cannot carry on a conversation in multiple languages, but can act as a translator for two or more people who do not have this virtue. (See Houses of Hermes: True Lineages, page 105.)
Vis: 4 pawns of dedicated Intellego Mentem vis in his skull.
Cord Scores: Gold +3, Silver +2, Bronze +3
Familiar Powers:
Jump of the Familiar (ReAn 40; Details: R: Touch, D: Mom, T: Ind, Frequency: 1/day; Transport the target instantly to a place to which you have an Arcane Connection; Base 35, +1 Touch; Total Effect Level: 35);
Share Senses with Familiar (InMe 25; Details: R: Touch, D: Conc, T: Ind, Frequency: 1/day, Concentration; Base 15, +1 Conc, +1 Touch; Total Effect Level: 30);
Mental Communication (Complex) (CrMe 5; Details: R: Touch, D: Mom, T: Ind, Unlimited use; Base 4, +1 Touch; Total Effect Level: 15);
True Sight of the Faerie's Might (InVi 35; Details: R: Per, D: Sun, T: Vision, Frequency: 1/day, Penetration: 50; Base 5, +2 Sun, +4 Vision; Total Effect Level: 60)